• Title/Summary/Keyword: 감성적 접근

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Landscape Design Proposal for Seoul Yeouido Riverside Park (여의도 한강공원 조성계획)

  • Kim, Do-Kyong;Choi, Won-Man;Hong, Hyoung-Soon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.2
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    • pp.14-23
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    • 2008
  • Ran Gang is a huge, attractive river which meanders through Seoul, the capital of South Korea. However, during the modernization of Seoul, the river gradually lost its natural beauty and healthy condition. Han Gang Renaissance is a project to upgrade the look of the Seoul waterfront, by overcoming this disaster and reorganizing the surroundings of Han Gang. This research articulates the design strategies and description of the prizewinning work of the International Design Competition for Yeouido Riverside Park that was linked to the Han Gang Renaissance Project. There are three key points that basically speak to the identity of the new waterfront, Yeouido Riverside Park. First, the current day Yeouido was recreated as an artificial island through the rapid expansion of the city and the initiation of the shore protection works. However, because it is the only island still remaining that shows the history of Han Gang, the park was designed to be the place which preserves the lyric of sand island and the emotional memory of riverside. Secondly, among the six districts of the Han Gang Renaissance Project, the two districts that are facing each other, Yongsan and Yeouido, are the central areas promoting international finance and business. Despite Yongsan's complete urban image, the exquisite harmony of pastoral scenes and skyscrapers of the Yeouido waterfront is presented to develop an active mutual relation with Yongsan. Lastly, this design scheme re-establishes the relationship between this competition's site, Yeouido Riverside Park, and a neighboring site, Yeouido Park.

Study on surface processing design of aluminum alloy materials that is applied to IT and electronics (IT 및 전자제품에 적용되는 알루미늄 합금소재의 표면처리디자인에 관한 연구)

  • Han, Jisu;Kim, Pureum;Kim, Hyun-Sung
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.27 no.4
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    • pp.212-219
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    • 2017
  • To become a person that is suitable to the 'High-Touch' generation where emotion takes over, we can focus on 6 skill including design, story, harmony, empathy, play, and meaning. Among these skills, harmony with design was chosen as the most important skill. Design can be seen as the basic element of all business, but it will be difficult to match the flow of the future Sensibility and intuitive generation with just the modern design that has been made based on reasonable and objective information and knowledge. This study suggests system and standardization of Sensibility surface processing design that satisfies great quality, attractive quality and Sensibility quality by applying surface processing design of product and Sensibility cognitive factors felt by the consumer by setting differentiated strategy and CMF (Color, Material, Finishing) understanding along with the importance of design materials in primary aspect. By considering the efficacy/characteristic of new surface processing characteristic/differentiation/possibility of implementation according to setting direction of differentiated CMF strategy per type of parts applied to the product, visual surface processing sample was implemented. Through this, it is expected that practical communication connected tool and Sensibility surface processing design's strategic access framework can be applied by understanding and sharing comprehensive elements such as target product, part type, applied material, applied surface processing, surface color, surface texture, and implementing feeling to environments such as designers, CMF designers, surface processing experts, and engineers in IT, electronics, and other areas. when developing a product.

(<웹사이트에서의 휴대폰서비스체험 활용연구>)

  • Lee, Yoon-Jin;Chang, Dong-Hoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.185-190
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    • 2006
  • 휴대폰 산업의 발전과 더불어 발전해온 휴대폰 서비스는 최근 단순한 정보 제공을 넘어 생활에 중요한 도구로 활용되는 모습을 보인다. 최근 등장하는 휴대폰 서비스는 종류가 다양하고 최신 휴대폰과 결합되어 복잡해져 사용자로 하여금 필요한 서비스를 선택하여 조작하는 것까지 전반적인 사용 과정의 어려움을 가져왔다. 더군다나 휴대폰 서비스는 무형의 상품이기 때문에 직접 조작해보지 못하고 사용해야 하며, 이것은 사람들로 하여금 불안감을 갖도록 한다. 따라서, 본 연구에서는 휴대폰 서비스에 대한 불안감을 줄이고 사용을 확장시키는 방법으로 서비스를 직접 만지고 조작해볼 수 있는 사전 체험을 제안하며, 이를 위한 도구로 웹사이트를 활용하는 방안을 제안한다. 웹사이트는 상호작용적인 매체로써 자연스럽게 사용자가 참여하고 개입하도록 유도하는 매체이며, 다양한 시각적, 청각적 미디어를 활용할 수 있어 감각적 체험을 제공하는데 유리하다. 또한 다른 매체와 비교해 웹사이트는 공간적, 시간적 제약이 적어 많은 사람들이 원하는 시간에 접근하도록 한다. 또한 이성과 감성적인 정보를 통합적으로 처리하는 인간의 특성을 고려해 볼 때, 정보와 재미를 함께 제공할 수 있는 웹사이트의 특성은 효과적이라 볼 수 있다. 마케팅 측면에서 보더라도 저렴한 비용으로 많은 사람들에게 정보를 전달할 수 있고, 사용자들의 행동을 측정해 데이터베이스화 한 후 후에 활용할 수 있다. 이러한 점들을 통합해보면 웹사이트는 휴대폰 서비스를 체험해보도록 하는 공간으로 적합하다고 볼 수 있다. 웹사이트에서 가상 체험을 효과적으로 활용하기 위해서 사용자들의 체험 과정에 어떠한 요인이 영향을 미치는지 알 필요가 있다. 이를 위해 본 연구에서는 현재 휴대폰 서비스 체험 사이트들의 체험 제공 방식을 분석해 유형을 나눈 후에 사용자 조사를 통해 사용자들에게 선호되는 방식과 체험 과정에 영향을 미친 요인을 고찰한다. 그리고 최종적으로 이러한 요인이 실제 휴대폰 서비스에 대한 호감과 어떤 관계를 갖는지 알아본다. 본 연구에서는 이를 위해 최근 가장 높은 이용률을 보이고 있는 20,30대 휴대폰 서비스 사용자 100명을 대상으로 2005년 10월 20일~30일에 설문조사와 간단한 인터뷰를 실시하여 선호 유형과 체험에 영향을 미치는 요인을 도출하였으며, 서비스 호감과의 관계를 알기 위해 이 중 가장 관여도가 높았던 17명을 대상으로 2005년 11월 10일~15일에 심층 인터뷰를 실시하였다. 사용자 조사 결과, 분류된 유형 중 체험방식에서는 개입의 정도가 클수록, 사용상황 안내방식에서는 가상공간과 메뉴로 제공하는 방식을, 사용방법 안내형식에서는 휴대폰 전체 이미지를, 마지막으로 표현형식에서는 일러스트레이션과 영상을 가장 선호하는 것으로 나타났다. 체험에 영향을 미치는 요인은 체험적 측면,정보제공 측면,웹사이트의 측면으로 구분되었으며 휴대폰 서비스의 호감과의 관계에서는 체험적 측면과 정보제공 측면은 서비스에 대한 호감과 깊은 관계를 갖고 있는 것으로 나타난 반면에 웹사이트의 측면은 서비스와 직접적인 관련을 짓지 않는 것으로 나타났다.

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Understanding Sensible Design through John Dewey's Transaction (존 듀이의 트랜스액션을 통한 감성디자인 이해)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.156-163
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    • 2013
  • In the past, the enlargement of perception through media was 'information'. From now on, however, the primary objective of media is to consist not in conveying information but in sharing the values of 'emotion' and 'experience' that are perceived through information. Individual emotional becomes an issue due to the limitations of the ideology of modernism and the pervasiveness of the autonomous perception in the human thinking that started in postmodernism. If we once again talk about a function-focused, sensible approach for the sake of marketing in the current era that has impinged on the limits of mammonism, we must keep in mind that 'emotion,' presently retaken as the originary, human value and the value of new communication, may come to an end any time. Therefore, th current thesis is designed to examine John Dewey's 'transaction' as a method for figuring out the concept of emotion, the perceptional function latent in humans. Dewey's 'transaction,' which is a term that refers to the reciprocal relationships between humans and environment and the accompanying totality of perceptive process, interprets human emotion, user experience and environment as the organic, circular relationships. For such understanding, one must break out of the boundary of the past, dichotomous communication between the subject and the object to expand into the perceptional relations in a wider environment, in order to seek design methods that would help dismantle the borderline that has so far separated the developer from the user, share sensibilities, and express experiences.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

A Study on Material Expression and Symbolism of Carlo Scarpa's Garden Details (카를로 스카르파(Carlo Scarpa)의 정원 디테일에 나타난 재료 표현기법 및 상징성 연구)

  • Lee, Hyung-Sook
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.2
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    • pp.54-60
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    • 2018
  • The purpose of this study is to analyze the garden details of Carla Scarpa in order to understand his selection and composition of materials, detailing style and symbolism of the spaces. Literature review and a field trip were conducted for the study and the results are as follows. First, Scarpa used vernacular materials such as Murano glass and Istrian limestone, and juxtaposed various materials using contrast of color and texture. His mixed uses of traditional and modern materials shows the passage of time. Second, he create his own detail style such as ziggurat and geometric motif, which make the garden space to look more interesting and rich. Scarpa respected local craftsmanship like glass design and used textile design style such as overlaying. Third, symbolic uses of water features help make narrative and poetic gardens. Scarpa's unique detail style and respects for traditional craftsmanship provide lessons on how to interpretate traditional design style in modern garden.

A Study on Sensibility Approach in Industrial Design Focused on Industrial Design History from the 1960s to the 1980s (산업디자인의 감성적 접근에 관한 연구 - 1960-80년대 디자인사를 중심으로)

  • 김동하
    • Archives of design research
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    • v.17 no.3
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    • pp.293-302
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    • 2004
  • The austere standard for industrial design and the machine aesthetic reinforced modernism and lasted more than a half century. Pop art and Pop design movements, which were opposite of the elite culture, began to appear as anti-modernism in the late 1950s. With the development of technology, the movements helped to establish humanism design style that reflected the life style of young generation and their culture. From the 1960s. it was a try in order to fulfill psychologically users' needs beyond tasks for physical considerations. The efforts appeared as a various appearance in different contexts. It could settle down on industrial design, based on humanism both from the physical and psychological points ol views, through anti-modernism in the 1960s, commercialism, consumerism and hi-tech in the 1970s, and postmodernism in the 1980s. The design, as a specific style in industrial design, delivers both physical and psychological satisfaction to consumers by using a mixture of human emotions with high technology. Accordingly, this study is to find out and to define the design style that was applied by human emotion and sensibility in design history from the 1960s to the 1980s. It will be underpinnings for the next research about how the design style has developed nowadays.

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The Research about the Improvement of Design Process for Improving Quality of Product - With Emphasis on Decision Making Efficiency based on AHP Technique - (제품의 품질확보를 위한 디자인 프로세스 개선에 관한 연구 - AHP기법을 통한 디자인 의사결정 효율화를 중심으로 -)

  • Lee, Jong-Suk;Shin, Soo-Gil
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.15-24
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    • 2005
  • There is a large waste of time, money, and production through the infelicitous product design process in small and medium enterprises. They don't possess enough career-manpower with respect to design. Especially, the objective and scientific approach process isn't presented very well on the 'establishment concept' of the embodiment phase or 'Sketch and Rendering' of the development phase which are the most important design processes. So, this research is applied to the conception of the AHP method. It uses the basic concept of relativity to decrease risk from the calculational quantity data, and supplement the decision making phase. Generally, human beings can conclude by relative judgement which is more influenceable than absolute judgement. So we must use the relative comparison concept rather than the comparison of two items with variable sketches based on characteristics of human beings. Thus, efficiency judgement is dependent on design sketch comparisons which help the consistency progress of variable alternative plans. We can decrease risk when we chose the final design and increase efficiency of the design decision making. That is now a perfect selection of each alternative's ranking and sensitive design result but this research will provide consistency criterion on filtering and lead to variable design alternatives. The significance of this research is the efficiency method that overcomes differences of character and sensitivity on many phases of the process. Finally, this research proposes a new ideal process that where applied improves quality and evidence of propriety through comparison to existing methods result in method application research for improvement quality.

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A Study on Storytelling Marketing of Intangible Cultural Heritages in Korea - Focused on 'Pimatgol' Story - (무형문화유산 Storytelling Marketing 연구 - 종로 '피맛골' 이야기를 중심으로 -)

  • Lee, Jong soo
    • Korean Journal of Heritage: History & Science
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    • v.44 no.1
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    • pp.222-243
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    • 2011
  • The article is organized as follows. The first section clarifies research questions, the purpose of the study and the methodology used when researching cultural properties & storytelling marketing of intangible cultural heritages in Korea. The Pimatgol's DNAs are liberated areas of the nation, cooked rice served in soup, a broth to chase a hangover, makgeolli, so forth. The second section deals with methods of study, the literature review consisting of previous research, the author's previous research and the theoretical background of cultural heritage's storytelling marketing. The third section presents select storytelling marketing cases about our regional cultural heritage as well as some foreign cases. The fourth section provides a few examples and cases of cultural heritage about government officials, the 'Pimatgol' peddler, the story of Chunbo and Okseom and the idea for fostering storytelling marketing. The last section concluded the study. The findings support the importance of understanding the characteristics and differences of cultural heritage & storytelling marketing because if the stories are well told, the cultural heritages will be successfully promoted.

Identifying Factors Affecting Chatbot Use Intention of Online Shopping Mall Users (온라인 쇼핑몰 챗봇 사용자의 활용의도에 영향을 미치는 요인에 대한 실증 연구)

  • Kim, Taeha;Cha, Hoon S.;Park, Chanhi;Wi, Jong Hyun
    • Knowledge Management Research
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    • v.21 no.4
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    • pp.211-225
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    • 2020
  • We investigate factors affecting chatbot use intention of online shopping mall users. We identify theoretical foundations from the literature and postulate that accuracy, personalization level, intelligence, intimacy, social presence, and piracy concern should affect intention to use more or negative intention to use. Based on 300 responses from online shopping mall chatbot users in Korea, we run the statistical analysis to assure the reliability and validity of the measurements. From the multiple regression analysis, we find that personalization level, intelligence, social presence, and privacy concerns significantly affect intention to use more. In contrast, we find that accuracy and privacy concerns significantly affect negative intention to use. This work will present pragmatic implications upon the design and management of chatbot in order to not only incent customers to use more but reduce factors that may cause negative use intention. Among functional factors, personalization and intelligence increases the intention to use more while accuracy decreases negative intention to use. Among emotional factors such as intimacy and social presence, we find that only social presence significantly increases intention to use more. Privacy concerns is found to decrease intention to use and increase negative intention to use.